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| 07:31 |
Krock |
hmm.. can't see the chat log of yesterday night |
| 07:32 |
Krock |
nvm |
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| 12:04 |
sapier |
ShadowNinja breaking a working feature on your own not providing a equivalent replacemand and not even asking ppl using it imho isn't the way development of a community project should be done |
| 12:07 |
sapier |
I admit you have tried to provide a replacement ... but as you didn't ask what the original feature was supposed to do your try isn't suitable as replace it |
| 12:09 |
sapier |
that graphics card does the one with those windows problems have? we know about some intel onboard cards not capable of render to texture |
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| 13:27 |
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| 13:32 |
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| 13:42 |
sfan5 |
#1375 |
| 13:42 |
sfan5 |
hm.. ShadowBot is gone |
| 13:42 |
sfan5 |
Update buildbot scripts and add 64-bit buildbot #1375 |
| 13:42 |
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| 13:48 |
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| 13:57 |
sapier |
does buildbot now really build minetest AND dependecys or still copy more or less trustworthy binaries? |
| 14:02 |
RealBadAngel |
idk |
| 14:02 |
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| 14:03 |
sapier |
it's most likely not a crucial issue but maybe something to do on next bigger change to that file |
| 14:04 |
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| 14:08 |
sfan5 |
sapier: it does not build deps from src, it uses pre-built librariies |
| 14:08 |
sfan5 |
libraries*Ü |
| 14:08 |
sfan5 |
s/Ü// |
| 14:10 |
RealBadAngel |
sapier, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L996 |
| 14:10 |
sapier |
you know my opinion about prebuilt binaries especially for open source projects ... well that's something different |
| 14:10 |
sapier |
rba? what do you wanna try to point at? ;-) |
| 14:10 |
RealBadAngel |
i am changing now image_button to be 5 elements (deprecated) or 9 (+tooltip) |
| 14:11 |
sapier |
as long as old buttons still work I don't see a reason why you shouldn't do it |
| 14:11 |
RealBadAngel |
old ones will do |
| 14:11 |
RealBadAngel |
i mean legacy ones |
| 14:12 |
RealBadAngel |
those which came after will have to supply all the arguments |
| 14:12 |
Krock |
*bump* https://github.com/minetest/minetest/pull/1346 |
| 14:12 |
sapier |
I'd not call it legacy, it's perfectly fine not to specify parametes you don't need |
| 14:12 |
RealBadAngel |
you cannot say what kind of parameter it is |
| 14:12 |
RealBadAngel |
and now we do have 4 extra |
| 14:13 |
RealBadAngel |
so either all of them or none |
| 14:14 |
sapier |
Krock 1346 needs a little addon, |
| 14:14 |
sapier |
of course RBA |
| 14:14 |
RealBadAngel |
you dont have a magic ball to determine if "true" is a tooltip, image name or boolean |
| 14:14 |
Krock |
sapier, what do you mean? Is it not complete yet? |
| 14:15 |
sapier |
rba that's been meant as agreement ;-) |
| 14:15 |
RealBadAngel |
ok |
| 14:15 |
RealBadAngel |
goin to make a pull in a moment |
| 14:15 |
RealBadAngel |
that will do tooltips for buttons, image_buttons and fields |
| 14:16 |
sapier |
Krock based on the discussion yesterday(?) we'd remove the case sensitive player name support thus we don't need that strange 1-1000 hack any longer |
| 14:16 |
RealBadAngel |
http://i.imgur.com/iSfUTJZ.png |
| 14:16 |
RealBadAngel |
like here |
| 14:16 |
Krock |
sapier, oh okay. I mostly don't look at chat logs |
| 14:17 |
sapier |
tooltips are great, I already thought about adding them myself, can you add them to regular buttons too? ;-) |
| 14:17 |
sapier |
guess it's not a big deal as you're already about it |
| 14:22 |
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| 14:25 |
RealBadAngel |
already did that |
| 14:25 |
RealBadAngel |
just fields are left |
| 14:26 |
sapier |
I'm not sure if a tooltip for fields is that usefull ... but if someone wants it |
| 14:29 |
sapier |
any comments to https://github.com/minetest/minetest/pull/1364 and https://github.com/minetest/minetest/pull/1371? |
| 14:30 |
RealBadAngel |
heh, i just thought the same |
| 14:30 |
RealBadAngel |
i think i will end with just buttons for now |
| 14:30 |
Krock |
as long it works,it's fine |
| 14:31 |
sapier |
I'd be fine with it, because I already had a few situations where I thought "hell a full explaining text is way to long to be the button caption" |
| 14:31 |
RealBadAngel |
i need that because some do not understand icons ;) |
| 14:32 |
sapier |
that's not really surprising ;-P |
| 14:34 |
Krock |
sapier, is that guiTextInputMenu the textfield in formspecs? </noobish question> |
| 14:34 |
sapier |
no |
| 14:35 |
sapier |
it's a relic where sign text was entered with special gui element instead of formspec |
| 14:35 |
RealBadAngel |
hmm, we do NEED tooltips for labels/textarea |
| 14:35 |
sapier |
guess you're gonna tell why we need it ;-) |
| 14:35 |
RealBadAngel |
for main menu and all the settings |
| 14:35 |
sapier |
in main menu theres a description right next to them |
| 14:36 |
RealBadAngel |
oh rly? check the settings tab |
| 14:36 |
sapier |
what text field is in settings? |
| 14:37 |
kaeza |
tooltips for labels are kinda useless, but someone may find them useful for something, and if it's not hard to do, why not? |
| 14:37 |
sapier |
most of this is checkboxes so having tooltips for labels and textareas wouldn't help ;-) |
| 14:37 |
RealBadAngel |
ouch, checkboxes |
| 14:38 |
RealBadAngel |
but idea stays |
| 14:38 |
sapier |
but you're right, for those elements tooltips would be very helpfull |
| 14:39 |
RealBadAngel |
about to test something, hold on |
| 14:50 |
RealBadAngel |
ok, works. http://i.imgur.com/SEPZjJu.png |
| 14:52 |
Taoki |
PilzAdam: Poke |
| 14:53 |
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| 14:53 |
ShadowNinja |
Comments on https://github.com/minetest/minetest/pull/1346 ? The case sensitivity can be done in a seperate pull. |
| 14:54 |
* Krock |
just presses *Yes, I want this*-button |
| 14:55 |
ShadowNinja |
sapier: I did provide a replacement. And you added that compatability code with my disapproval. |
| 14:55 |
Eater4 |
Hey ShadowNinja, Nice |
| 14:56 |
sapier |
well if this was meant as disapproval you might have made that more clear |
| 14:57 |
sapier |
still if I have to decide to duplicate 20 files or just fix a regression I'd decide same again |
| 14:58 |
sapier |
your mechanism to switch folder is crap because you can't create variants of same menu like android menu which is 95% identical |
| 14:59 |
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| 15:15 |
sapier |
ShadowNinja: I already commented just writing 1000 in there is crap it's not getting better by some random promise to make it better next time |
| 15:36 |
CraigyDavi |
I get errors when digging blocks sometimes on servers, https://gist.github.com/CraigyDavi/7db9013ae853675c7afe It appears in the chat too. |
| 15:36 |
sapier |
seems to be a mod error |
| 15:36 |
sapier |
or missing media |
| 15:37 |
sfan5 |
CraigyDavi: this is a known problem, nobody knows how to fix this |
| 15:37 |
CraigyDavi |
Ok |
| 15:37 |
sfan5 |
https://forum.minetest.net/viewtopic.php?id=5301 |
| 15:47 |
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| 15:57 |
sapier |
I'm gonna merge 1371 in a few minutes if there's no reason not to do it |
| 16:02 |
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| 16:12 |
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| 16:26 |
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| 16:28 |
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| 16:40 |
Calinou |
there should be a way to make a node or an entity fullbright (use a fixed light level) |
| 16:41 |
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| 16:41 |
Krock |
Calinou, I really like that suggestion there |
| 16:41 |
Krock |
it makes torches brighter |
| 16:43 |
Calinou |
I need it for health bars and for fireballs and for some bright blocks |
| 16:44 |
Calinou |
also, why is lighting on entities done server-side and not client-side? |
| 16:44 |
Calinou |
(makes lag perceptible) |
| 16:44 |
hmmmm |
mods need lighting information |
| 16:48 |
Calinou |
then server should probably not send the lighting done on entities to clients and let the client calculate it by itself |
| 16:48 |
sapier |
positioning of tab header is quite useless for scaling guis, what do you think is better add a new formspec command using new way more predictable placement or replace the current one ... later one will result in tabheaders used in mods beeing broken. broken as of misplaced |
| 16:48 |
Calinou |
saves bandwidth? |
| 16:48 |
Krock |
^ |
| 16:49 |
sapier |
we already send the data a single byte will not result in a reasonable difference ;) |
| 16:49 |
RealBadAngel |
sapier, i made also tooltips to always fit the viewport |
| 16:49 |
sapier |
hmm did you see my gui scaling changes? |
| 16:50 |
RealBadAngel |
this is not related |
| 16:50 |
sapier |
ok then what means "fit the viewport"? |
| 16:50 |
RealBadAngel |
tooltips were positioned based on cursor position, so if button was close to the right edge, tooltip was cut |
| 16:51 |
RealBadAngel |
now if it would be cut, it will be shifted to fit |
| 16:52 |
sapier |
ahh ok sounds like a good way to do it |
| 16:53 |
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| 16:53 |
RealBadAngel |
http://i.imgur.com/P4VXCMc.png |
| 16:53 |
RealBadAngel |
like here ^^ |
| 16:54 |
RealBadAngel |
cursor is pointing search button |
| 16:54 |
sapier |
hmm you know you shouldn't write novels as tooltips ? ;-) |
| 16:54 |
sapier |
especially not in latin ;-) |
| 16:54 |
RealBadAngel |
lol |
| 16:54 |
RealBadAngel |
lorem ipsum is commonly used as an example |
| 16:55 |
sapier |
hmm I wonder if this gui would work on android ;-) |
| 16:55 |
RealBadAngel |
but seriously, im makin code aware of even extreme tooltips |
| 16:55 |
sapier |
seems to be a little bit to big |
| 16:59 |
RealBadAngel |
funny fact: getTextWidth() is aware of \n and calculates width based of longest line |
| 16:59 |
RealBadAngel |
getTextHeight() is not |
| 16:59 |
RealBadAngel |
i had to count \n in a loop |
| 17:00 |
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| 17:10 |
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| 17:11 |
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| 17:11 |
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| 17:11 |
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| 17:18 |
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| 17:20 |
sapier1 |
I'm pushing 1371 now |
| 17:20 |
rubenwardy |
#1371 |
| 17:20 |
sapier1 |
https://github.com/minetest/minetest/pull/1371 shadowbot is offline |
| 17:21 |
rubenwardy |
I see. |
| 17:21 |
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| 17:22 |
sapier1 |
guess you want to have a look at it? in this case I'll give you a few minutes ;-) |
| 17:25 |
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| 17:25 |
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| 17:31 |
RealBadAngel |
sapier, http://i.imgur.com/QF19hQf.png |
| 17:31 |
sapier1 |
I like it |
| 17:32 |
sapier1 |
ah now I know why my moved change keys button was to high :-) bumpmapping is new :-) |
| 17:32 |
sapier1 |
ok I'm pushing 1371 now |
| 17:34 |
RealBadAngel |
with checkboxes situation is similar to imagebuttons |
| 17:34 |
RealBadAngel |
theres <selected> field optional (wondering why) |
| 17:35 |
RealBadAngel |
makin it require all the fields |
| 17:35 |
sfan5 |
RealBadAngel: https://github.com/minetest/minetest/commit/6c98fd6658fcf7c0c676ee88f03e364c852e9f1b#commitcomment-6672665 |
| 17:36 |
RealBadAngel |
sfan5, that the link to commit. what about it, im askin once again |
| 17:36 |
RealBadAngel |
because there are no comments |
| 17:36 |
sfan5 |
dumb github.. |
| 17:37 |
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| 17:38 |
RealBadAngel |
sfan5, so? |
| 17:38 |
sfan5 |
RealBadAngel: https://cdn.mediacru.sh/uqI4ykVuBUNC.png |
| 17:39 |
sapier1 |
https://github.com/minetest/minetest/pull/1364 could someone please test this? It's supposed to not change anything |
| 17:40 |
RealBadAngel |
sfan5, it is supposed to work only with this node and rather have to be hardcoded. |
| 17:40 |
RealBadAngel |
water surface shader is not mentioned to be used with ANYTHING else |
| 17:41 |
RealBadAngel |
*supposed |
| 17:43 |
RealBadAngel |
but as i said its just initial code for water surface shaders, it may change in the future |
| 17:43 |
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| 17:43 |
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| 17:44 |
sfan5 |
RealBadAngel: then the nodedef should have something like water_surface_shader = <true/false>, |
| 17:46 |
RealBadAngel |
first of all, exact node that is water is needed |
| 17:47 |
RealBadAngel |
then we need its top tile and assign shader to it |
| 17:47 |
RealBadAngel |
setting is not important now |
| 17:47 |
sfan5 |
RealBadAngel: other games may have base:water or something like that |
| 17:47 |
sfan5 |
and why do you need exactly water? |
| 17:48 |
RealBadAngel |
because its water? |
| 17:48 |
RealBadAngel |
other things do not have waves, reflections and refraction |
| 17:48 |
RealBadAngel |
and doesnt need multiple rendering passes |
| 17:48 |
sfan5 |
oil has reflections |
| 17:49 |
sfan5 |
anyway |
| 17:49 |
sfan5 |
hardcoding a node name goes against moddability |
| 17:49 |
sfan5 |
even if it may not seem useful |
| 17:49 |
sfan5 |
it needs a settingin the nodedef |
| 17:49 |
sfan5 |
+ |
| 17:50 |
RealBadAngel |
water surface will not moddable at all |
| 17:51 |
Taoki |
I must agree with not hard-coding nodes. Is there no other way around that though? |
| 17:51 |
RealBadAngel |
well, shape of waves could be moddable by using different wave normal map |
| 17:51 |
RealBadAngel |
atm i couldnt find any better |
| 17:51 |
sfan5 |
<RealBadAngel> water surface will not moddable at all |
| 17:51 |
sfan5 |
this is not what I mean |
| 17:51 |
Taoki |
RealBadAngel: BTW: If you're adding reflections and that's what it's for, I suggest not coding these as a property of liquids either. Solid nodes could find use for the system as well |
| 17:52 |
RealBadAngel |
no way |
| 17:52 |
sfan5 |
my point is that other games might not have water named "default:water_source" |
| 17:52 |
Calinou |
hardcode as little as you can |
| 17:52 |
Calinou |
the less, the better |
| 17:52 |
RealBadAngel |
imagine rendering passes needed for a mirror for example |
| 17:52 |
Calinou |
it's how great projects are made |
| 17:53 |
RealBadAngel |
rendering passes for water are made lookin up from water surface |
| 17:53 |
RealBadAngel |
and lookin down for refraction |
| 17:53 |
Calinou |
reflection of flowing nodes has little use, the important part is flat surface and maybe vertical surface (waterfall) |
| 17:53 |
RealBadAngel |
with clipping at water level |
| 17:53 |
RealBadAngel |
now imagine it as a node property |
| 17:54 |
RealBadAngel |
no way |
| 17:54 |
RealBadAngel |
until we start to play on nasa mainframes |
| 17:54 |
sfan5 |
it's slow is not an argument |
| 17:55 |
sfan5 |
hardcoding a node name is the worst thing you can do |
| 17:56 |
RealBadAngel |
im repeating it, its initial code |
| 17:56 |
RealBadAngel |
i just needed the way to separate the shader right here, right now |
| 17:56 |
sfan5 |
why would it be slow? |
| 17:57 |
RealBadAngel |
because of rendering passes needed |
| 17:57 |
sfan5 |
all you'd need to do is dereference f-> and get some stuff (assuming setting is in ContentFeatures) |
| 17:57 |
RealBadAngel |
each reflection you could add for a node would mean new rendering pass |
| 17:57 |
sfan5 |
why? |
| 17:58 |
RealBadAngel |
to get reflection texture |
| 17:58 |
sfan5 |
???? |
| 17:59 |
sfan5 |
I'm talking about if (f->name == "default:water_source") ----->>> if (f->foobar) |
| 17:59 |
sfan5 |
not about anything else |
| 18:03 |
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| 18:07 |
RealBadAngel |
heh, too many questions at the same time |
| 18:07 |
RealBadAngel |
and for that i already answered |
| 18:08 |
RealBadAngel |
it was the best way i could find at the moment to make sure it will be just "default:water" |
| 18:10 |
RealBadAngel |
we can propably find a better way later on |
| 18:11 |
RealBadAngel |
but as i said it wont be property for any node, just for water, whatever it will be called |
| 18:21 |
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| 18:30 |
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| 18:31 |
Taoki |
RealBadAngel: Multiple types of water could be added in some games. Like normal water and gray swamp water. Oil and others could use ot tii |
| 18:31 |
Taoki |
**too |
| 18:33 |
BlockMen |
lol, ottii :D |
| 18:45 |
kaeza |
sapier1, does 1206 fix modstore for desktop clients too? or is it specific to something in android port? |
| 18:46 |
sapier1 |
no broken modstore is something different |
| 18:46 |
sapier1 |
someone reduced curl timeout to 3 or 5 seconds |
| 18:46 |
kaeza |
ah ok |
| 18:46 |
sapier1 |
thus downloading files is not allowed to require more then that time |
| 18:46 |
sapier1 |
that's not enough on slow lines or for big mods |
| 18:47 |
kaeza |
why was it reduced anyway? |
| 18:47 |
sapier1 |
I don't know |
| 18:47 |
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| 18:48 |
sapier1 |
I'm gonna do a pull request for that fix soon |
| 18:48 |
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| 18:50 |
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| 18:53 |
* Krock |
already wondered why he always times out |
| 19:00 |
Taoki |
Aaahaha! It seems I was the one to report the issue with the number 1337 :D |
| 19:00 |
Taoki |
Sorry I just found that hilarious |
| 19:01 |
Taoki |
https://github.com/minetest/minetest/issues/1377 |
| 19:03 |
Taoki |
Ok, nevermind, it was 1377 :P |
| 19:06 |
Krock |
craigy made nr. 1337 |
| 19:06 |
kaeza |
Taoki, you are lett |
| 19:07 |
Taoki |
#leet was closed yesterday it seems... an issue with the death screen :) |
| 19:08 |
Krock |
"Registered users: Bing [Bot], Exabot [Bot], Google [Bot], Majestic-12 [Bot], YaCy [Bot]" |
| 19:08 |
Krock |
whoops wrong tab |
| 19:29 |
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| 19:33 |
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| 19:35 |
sapier |
#1379 should fix mod downloading |
| 20:33 |
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| 21:59 |
Taoki |
PilzAdam: https://github.com/minetest/minetest/issues/1275 Think this is something you can do anything about? I posted a debug trace and c55 explained the problem in essence. It's a crash that causes Minetest and makes at least one of my mods unuseable |
| 23:05 |
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